Spliced is a 2D 2v2 ranged fighting game where one player on each team controls the upper half of a character and the other controls the bottom. Teamwork and communication is key as these two spliced fighters battle for ultimate glory. And bragging rights.
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Added in multiple stages that are selected at random for each round
Made Winning feel good: Losing split apart animation and new Win Screen
Samurai Character (yes, it is finally in the game)
Added a lot of juice
Added arrows to the tutorial screen
What's the Motivation
We partnered with an outside source for updated characters sprites and animations. Our character art and animations were a weak point of our game as none of us are artists so the new artwork is very much appreciated.
We also partnered with an outside source in the Video Game Music Class at University of Michigan for music in our menu screens, credits, splicing animation, and battle music. Before this, music was pulled from free sources such as OpenGameArt and not made specifically for our game.
We utilized a program called Tiled2Unity to easily make new stages with an updated tile sheet from the same artist that did the new characters. We now have 5 stages that are randomly chosen for each stage as these stages change up gameplay during multiple game loops.
We finally made winning feel good. The final overall winning hit tears the other team in two and launches them around the map. We believe this animation feels great and it is hilarious to watch the torso and legs bounce around the map after getting split apart. After this animation, the winning player and the two parts of the loser are sucked into a portal and sent to a win screen. This win screen shows the winners bouncing up and down with fireworks while the losing team is split on half on the ground. These additions were made to increase the satisfaction of winning the game.
The Samurai character has finally been added to the game. Originally, we planned to have 6 characters total but we were struggling to finish either of them. We decided to combine the character abilities and added in the Samurai, which has wall-jump for legs and a sword boomerang as a weapon. With 5 characters, we hope there is more variety and the Samurai was well-liked in playtesting the past two weeks.
We added a lot of juice to make the game feel more polished including: +1 score animation, losing split apart animation, particle effects when projectiles hit the wall and a parallax background on the fight scene. The score animation is meant to be juicing and also alerts the player of the score as some playtesters did not pay attention to the score before. Particle effects were added on wall hits for juiciness and also to alert the player that the projectile hit a wall. The parallax background was a highly requested feature as it is a cool camera effect and we have a moving camera that allows for parallax.
We added arrows to the tutorial screen when the cannon appears as playtesters were sometimes confused about what they had to do in the tutorial.
The Showcase is tomorrow, so we are preparing for that. We are going to remove the credits scene from the main menu so players do not click on it and waste time instead of playing the game
The audio is somewhat messed up. There is a delay in the clips playing, so we would like to fix that for the showcase.
We are going to sleep a lot when the showcase is over.
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